Post your screenshots! WIP thread Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 14 years ago2009-12-07 02:33:18 UTC Post #276411
Started with a basic counterstrike layout map. Had expert bots playtest overnight and it was surprisingly balanced. I'm starting to detail the main room / choke point. Not sure where i'm going with everything, but i'm also starting to get into the effects of different lighting techniques.

So i have only about 4 hours into this so its VERY MUCH SO WIP.

Comments / Criticism GREATLY appreciated. Tear it apart for all i care. It's the only way i can improve.
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Stuff I'm aware of:
Ceiling is VERY bland
Shadows are orange due to ambient env_light i havent fixed
Some texture alignment errors.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-12-07 06:12:19 UTC Post #276413
I like the atmosphere.
Very un-css-ish setting. Look forward to playing this
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-12-07 08:05:15 UTC Post #276415
Looks like it's across between UT2004 and Quake 2.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-12-09 01:19:53 UTC Post #276473
User posted image
Changed the layout due to extra long hallways. And once the props were added, it skewed the balance for a terrorist advantage (108 to 490 [Playtested overnight])

This is the modified hallway.

Layout as of right now is just a figure 8.
I hope to change that once i move bombsite b out of CT spawn.

I lightened up the main room a bit too, but it's not too different than what it was before, so i didn't post that particular screenie.

Huntey: If i can keep up my motivation for this map hopefully we will be able to play it soon!

And darkie, My inspiration from this map comes from a cross between Natural Selection's industry theme, and combine technology; so you're not too far off from what i'm going for.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-12-09 10:51:25 UTC Post #276477
I like. :D
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2009-12-09 17:39:21 UTC Post #276490
It looks awesome. Keep it up.
Jessie JessieTrans Rights <3
Posted 14 years ago2009-12-10 19:21:18 UTC Post #276526
started to work on a truck last week modelling is almost done;
User posted image
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-12-10 19:41:02 UTC Post #276528
Really work on choosing textures that more fit your architecture, or work the architecture to fit the textures, tetsuo. That hall looks odd.

Geeze, unbreakable - a new project already? :P looks great.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-12-10 21:13:34 UTC Post #276531
I will hopefully be getting hold of a copy of Maya soon. Will help for work and future projects once I learn it all.
monster_urby monster_urbyGoldsourcerer
Posted 14 years ago2009-12-11 14:44:46 UTC Post #276549
heres an update.. just got to model the back wheel axis and the front wheel well needs to be finished;
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Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-12-11 15:17:21 UTC Post #276551
That app looks ridiculously difficult.
Posted 14 years ago2009-12-14 10:17:09 UTC Post #276601
the app is really pretty simple to understand actually.. you should try it out.. any bizzare questions and just let me know. (pm me)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-12-14 11:21:14 UTC Post #276602
Maybe you should record some footage to show how "easy" it really is. :P
Posted 14 years ago2009-12-14 15:31:06 UTC Post #276604
I could but then there wont be any sound... whats some nice screen capture software to record?
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-12-14 16:01:58 UTC Post #276605
Posted 14 years ago2009-12-14 16:38:59 UTC Post #276607
I actually found a good one.. uploading it now to my vimeo account.. Quality is only at 70 right now so it kinda sucks.. but it shows some of the basics.. I will make some video tutorials though.. they are actually quite fun, I'll use a higher quality of course and I will actually talk.. to show ya's because with no sound it actually kinda sucks.. but yeah.. if anybody is using maya for HL2 modelling (I was last year so I know its possible I've just forgoton the plugins and whatnot) we could upload 'em here.. just some basic modelling techniques for HL2... just a thought, I'll make a nice clearer one with speech in the future.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-12-14 16:51:10 UTC Post #276608
Hate to break up this topic, but i nuked my map. It's dead.
Reasons:
Too linear
Too dark
Theme got boring
I didnt know how to fix it

So i started a brand new map. It's huge. But there's a lot of different pathways and such. Italy themed...
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-12-14 17:19:26 UTC Post #276609
there.. now remember its only at 70, not 100.
http://vimeo.com/8178718

Edit;
Yeah that looks horrible..
Next time it'll be at 100 for quality, it'll hae sound, and I'll use the magnifier that comes with XP
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-12-14 17:25:57 UTC Post #276610
This is a private video
Do you have permission to watch this video? If you do please first log in to Vimeo to watch this video.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-14 17:32:09 UTC Post #276612
shit sorry..
there.
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-12-14 18:24:55 UTC Post #276615
Very neat. It's like 3DMax. Too bad the quality is pretty bad, could'nt read any text.

What annoys me is that there are a ridiculous amount of buttons, menu's and what not. How the heck are you supposed to know where to find something?
Posted 14 years ago2009-12-14 20:05:39 UTC Post #276617
For some reason, my computer doesn't seem to like recording itself. I used that CamStudio, and it recorded audio fine, but there is no visuals, just a blank screen.

The same thing happened with the last recording software I tried to use called HyperCam or something along those lines. I thought it was just the software 'til I tried this one.

Am I doing something wrong? :\
Jessie JessieTrans Rights <3
Posted 14 years ago2009-12-15 10:20:45 UTC Post #276628
yeah, I'm the opposite, I cant record audio..

Atom; I'm got to upload another today with some new features.. it'll be much clearer

edit; Nevermind just got my sound to work.. my mic was muted in the sound options... yea.. FAIL.

OK so I uploaded it and thats as clear as I can get it, going to try adobe aftereffects now..

http://www.youtube.com/watch?v=nRLldh84iNI
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-12-15 11:01:39 UTC Post #276629
Git that Maya shit off my TWHL!

Actually no, Maya doesn't suck that much now since people started making custom tools for it, which beefed up the poly manipulation and made it more game engine friendly and as useful as 3Ds Max 4.

Try these tools out, I heard their good.
Rimrook RimrookSince 2003
Posted 14 years ago2009-12-15 11:43:25 UTC Post #276630
Git that Maya shit off my TWHL!
Ant would kill you if he read that. But he's not here anymore, so stuff him!
Strider StriderTuned to a dead channel.
Posted 14 years ago2009-12-15 12:45:56 UTC Post #276631
So... does Maya allow import and export of smd's?
Posted 14 years ago2009-12-15 12:55:31 UTC Post #276632
no it does'nt but you could export the model as an obj into softimage.

the plugin for maya is called prawl or prall or something
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-12-15 13:00:37 UTC Post #276634
In that case, ill stick to Max then...
Posted 14 years ago2009-12-16 14:21:21 UTC Post #276666
http://www.facebook.com/album.php?aid=2037599&id=37403282&l=4fe177076a

Feel free to check up on that from time to time. I'm just gonna upload all my screenies to facebook into a nice, sharable, photo album.
New italy themed map in there.
VERY much a work in progress.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-12-20 12:41:36 UTC Post #276786
Updates on *that one map*.

Some pipe stuff:
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Updated Japanese fan room:
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The ones below have been mapped for a while.

Barney spawners:
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Security room:
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Posted 14 years ago2009-12-20 12:58:21 UTC Post #276787
looks awesome. Really.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-12-20 13:54:47 UTC Post #276788
oh like I can't see straight through you and your little santa hat and your pea brain there. Look maybe I can't map an indistinguishable-from-reality fantasy scripted sequence of you sexing your mom in the ass Goldsource sytle but that doesn't mean you should be degrading of my efforts.
Posted 14 years ago2009-12-20 14:03:15 UTC Post #276789
....

what.

I was being sincere. It looks awesome :confused:
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-12-20 14:06:30 UTC Post #276790
I know. I'm in a bit of a mood today. A good one. Makes me type these things. Thank you for the compliments.
Posted 14 years ago2009-12-20 20:33:07 UTC Post #276802
i like it too.. its elegantly sheik..

and the pipe room reminds me much suspiciously of that game where all the indians were being rounded up into the spaceship and stabbed in they tummy to make starship fuel (i forget the name of it at the moment)
Posted 14 years ago2009-12-22 17:27:33 UTC Post #276861
A spaceship map for the TWHL HLDM server:
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Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-22 17:35:40 UTC Post #276862
looks very bare at the moment. Add some details, and it'll be great.

What is a fifties tape reel computer doing on a spaceship?
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-12-22 18:03:38 UTC Post #276863
They ran out of modern computers and had to use use on from the ship's museum? I have plans to make it look like a modern computer (or if that fails; replace it completely), there's much you see in the screenshots that will be improved or replaced. There are more rooms but they are less complete.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-22 18:05:52 UTC Post #276864
You should use the glowing texture versions for the computers and stuff.

Here are the rad values:
mod_light1a			240 240 210 10000
mod_light2a			190 30 30 5000
mod_light3a			45 45 245 5000
mod_light3b			135 135 245 5500
mod_light4			252 200 105 5000
mod_lights1a			255 230 205 5000
mod_lights2a			240 120 120 16000
mod_lights3a			150 120 240 8000
mod_lights4a			120 230 160 6500
mod_thinlighta			135 135 245 2500
mod_thinlightb			240 220 170 3000
mod_labsideligh			140 140 200 10000
mod_spot1			220 240 255 500
mod_screena			50 140 240 1500
mod_screenb			50 140 240 1500
mod_screenc			50 140 240 1500
mod_screend			50 140 240 1500
mod_screene			50 140 240 1500
mod_screenf			50 140 240 1500
mod_screeng			50 140 240 1500
mod_screenh			50 140 240 1500
mod_screeni			50 140 240 1500
mod_screenj			50 140 240 1500
mod_screensa			50 200 240 600
mod_screensb			50 200 240 600
mod_electro2a			50 140 200 800
mod_electro2b			50 140 200 800
mod_electro2c			50 140 200 800
mod_electro2d			50 170 200 800
mod_elec1a			50 240 200 1000
mod_contpan1a			50 190 200 800
mod_labcab2a			50 120 220 500
mod_labcab2b			50 120 220 500
mod_labcab2c			50 120 220 500
mod_labcab2d			50 120 220 500
Posted 14 years ago2009-12-22 18:12:48 UTC Post #276865
Glowing computer textures? Haven't tried that... Thanks for posting the texture light values, but I prefer to write my own. Waits for endless compile to finish
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-22 18:18:50 UTC Post #276866
I used the glowing effect in this map: http://twhl.co.za/vault.php?map=5313
User posted image
All you do is place a 1 unit thick brush in front of whatever you want to add the effect to, texture all the sides except the front with BEVEL, apply the glowing texture on the front, turn the brush into func_illusionary, rendermode additive and fxamount 255.
Posted 14 years ago2009-12-22 18:34:13 UTC Post #276867
Hah! Thanks for the tip, I'll try it right away.
Edit: It stops decals from gunshots from showing up.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-22 18:37:10 UTC Post #276868
Atom: Wouldn't that make glowing stuff extruded from the normal object? That tends to look odd.
Posted 14 years ago2009-12-22 18:39:17 UTC Post #276869
It looks blurry.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-22 18:40:20 UTC Post #276870
Potatis: yeah, they appear on the solid brush behind it. You can use a func_wall instead.

Stu: if you look at it sideways, yeah.
Posted 14 years ago2009-12-22 19:02:05 UTC Post #276871
New screenshot:
User posted image
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2009-12-22 19:47:24 UTC Post #276872
I haven't tried it out yet, so I'm pretty sure I'm asking a dumb question here. but why not just make the computer itself emit light? why do you have to go through all the func_illusionary and stuff?

Edit:

Oh fuck me sideways.

I'm so stupid, never mind me. I just tried out that map.

Did you also use that glow effect for some of the lights? I used the decal test to see, and some of the lights didn't show the decals.
Posted 14 years ago2009-12-23 12:16:14 UTC Post #276879
I haven't tried it out yet, so I'm pretty sure I'm asking a dumb question here. but why not just make the computer itself emit light? why do you have to go through all the func_illusionary and stuff?
Because a light emitting texture will always be fullbright ingame, including the parts that don't have any computer gizmo's. It'll look weird.

Check it out:

Without a light emitting texture:
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Front texture itself emits light:
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Func_illusionary with special glow texture that emits light:
User posted image
Posted 14 years ago2009-12-23 14:29:37 UTC Post #276880
Oh lawd.
Posted 14 years ago2009-12-23 18:43:10 UTC Post #276883
So is the illusionary over the whole brush, or just where the screens are?

Nevermind, just looked at the screenies closer. Nice effect though.
Jessie JessieTrans Rights <3
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